Philip Rideout

prideout.net · Personal blog · on HN since 2010

Philip Rideout, a graphics engineer, writes about 3D rendering, mesh generation, SVG, procedural terrain and OpenGL.

What HN saysHN commenters praise his SVG knot diagrams and OpenGL tutorials, and point to his octasphere article as a method that gives nicer meshes.
15HN people shared it
7linked it in comments
34stories submitted
1.0Kstory points
2 years agolast shared
2010people per year2026

Most-shared posts

  1. 1
    Filament and WASM: Physically-based rendering for web
    3 people · 120 points · first shared 2018 · 13 comments on HN
  2. 2
    Generating SVG for the prime knots
    2 people · 242 points · first shared 2020 · 26 comments on HN
  3. 3
    Serialization-Based Undo
    2 people · 79 points · first shared 2021 · 21 comments on HN
  4. 4
    The Simple, Flexible, Octasphere
    2 people · 9 points · first shared 2019 · discussion on HN
  5. 5
    Procedural Terrain with Distance Fields
    2 people · 4 points · first shared 2018 · discussion on HN
  6. 6
    Exploring Special Relativity
    2 people · 4 points · first shared 2021 · discussion on HN
  7. 7
    3D Wireframes Using SVG
    1 people · 394 points · first shared 2019 · 54 comments on HN
  8. 8
    An unsolved problem in graph theory
    1 people · 81 points · first shared 2020 · 9 comments on HN
  9. 9
    Hot loading C++ game code
    1 people · 23 points · first shared 2021 · 4 comments on HN
  10. 10
  11. 11
    Mesh Generation with Python
    1 people · 6 points · first shared 2013 · discussion on HN
  12. 12
    Rust on the web and an ECS lite architecture
    1 people · 5 points · first shared 2025 · 1 comments on HN
  13. 13
    Vector Math with C++0x
    1 people · 5 points · first shared 2010 · 1 comments on HN
  14. 14
    Show HN: WebGL Renderer for Chip Layouts
    1 people · 5 points · first shared 2025 · discussion on HN
  15. 15
    Cube Games and Group Theory
    1 people · 4 points · first shared 2020 · discussion on HN

What HN people wrote when they linked it

orbifold · 2015-06-21
Also http://prideout.net/ has some very nice tutorials on advanced OpenGL topics (tesselation for example).
ilink · 2013-10-28
Performance for this kind of particle effect will be even better once Webgl2 is widely available. Transform feedback (or other hacks) let you manipulate the particle positions on the videocard itself. There's a great article about them here: http://prideout.net/blog/?p=67
razster · 2024-01-11
How is it feasible to have a .svg file that has links to other .SVG files? https://prideout.net/blog/svg_knots/knottable_v1.svg. Has this capacity been around for some time?
jmiskovic · 2021-09-28
I recently got tip on a 3D version of round rectangles, called octasphere: https://prideout.net/blog/octasphere/ It's not a direct-to-screen rendering technique like the article, rather a way to procedurally construct the 3D mesh based on few parameters (W,H,D, radius, # of subdivisions). Just like rectangles in 2D, boxes in 3D are too simple and have harsh sharp edges. Adding rounded edges makes them nicer to look at. Additionally, the octasphere method gives you capsules and spheres and everything in-between. Edit: Oh look - there's a front page article that talks about this in-depth: https://wwwtyro.net/2021/09/24/rounded-box.html
johndough · 2020-09-23
Computing distance fields with a jump flooding approach in O(n log n) is neat, but there is a O(n) algorithm, which might be faster https://prideout.net/blog/distance_fields/
prideout · 2019-02-07
This is the book that inspired me to create a WebGL knot gallery (https://prideout.net/knotgl/) which I eventually rewrote using Filament (https://prideout.net/knotess/).

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